/* Copyright (c) <2003-2022> <Julio Jerez, Newton Game Dynamics>
* 
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* 
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 
* 3. This notice may not be removed or altered from any source distribution.
*/

#ifndef __ND_MODEL_LIST_H__
#define __ND_MODEL_LIST_H__

#include "ndCollisionStdafx.h"

class ndModel;
class ndWorld;

class ndModelList : public ndList<ndSharedPtr<ndModel>, ndContainersFreeListAlloc<ndSharedPtr<ndModel>*>>
{
	ndModelList();

	void UpdateDirtyList();
	ndArray<ndModel*>& GetUpdateList();
	void RemoveModel(ndModel* const model);
	void AddModel(const ndSharedPtr<ndModel>& model, ndWorld* const world);

	ndArray<ndModel*> m_updateArray;
	bool m_dirty;
	friend class ndWorld;
	friend class ndLoadSave;
};

#endif